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  1. #1
    The Hatchery MRMechMan's Avatar
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    Default The Mechadi Champion: a shiradi splashed sorcerer EE capable first life build

    18 sorc 2 paladin
    Warforged
    Shiradi Champion


    Why 2 paladin? Saves matter now, particularly in EEs. Symbols of stunning, disco balls, disints, AOE damage effects get throw around, and +15 or more to all saves is incredibly useful. 19 and 20 sorc gets you a few hundred more sp, a few more spell slots, and the near-worthless capstone. Once you have 18 sorc levels, most of your nuking capability is there. I'll take the saves any day of the week.

    Why warforged? You won't have the DCs to instakill or discoball/hold things in EE anyway, the quickened heals and extra hp of warforged complement this builds survivability nicely.

    Why shiradi champion? The random procs are very, very good if you build for them. Many shiradi abilities synergize with sorcerer very well.

    Alignment
    Lawful good. Gotta be to take 2 pally. It's worth it.

    STATISTICS
    Str - 14+4tome+6item+2rage+2ship=28 (von5 levers)
    Dex - 8+4tome+7item+2insightful+2ship+1 exp=24
    Con -18+4tome+1enh+7item+2 yugo+2 ship+2 rage =36
    Int - 12+4tome=16
    Wis - 6+3tome+6item+2ship=17
    Cha - 16+6levels+3tome+8item+3insightful+2yugo+3enh+2shi p+1 great cha=44

    Audience with the queen occasionally gives +10 all stats.

    For 34pt, reduce str to 12. For 32 pt, reduce str to 10. For 28pt reduce con to 16. Lack of tomes is fine. This build does not need any tomes. If you have to pick 2 stats, cha and con are the ones to buy tomes for.

    edit: a +3 con tome is required if you want to get epic toughness. Run von6 for reds or go down that well for greens till you can buy one, yes they look expensive but plat comes easily if you work a bit for it!

    HP:
    20 base
    50 Epic levels
    92 class
    325 con
    30 GFL
    20 barb pl
    30 tough enh
    45 shroud
    20 Yugo
    10 argo
    20 toughness item
    27 toughness feat
    50 epic toughness
    739 HP

    Audience with the queen occasionally gives +300 hit points.

    For a self healing class that can displace and attack from afar, this is enough. Recons should hit for ~450-500 so getting much fatter doesn't even really do much.

    SP:
    ~3k with archmagi, GS spellpoints, etc. Plenty when the spells you are spamming cost 4sp, 6sp, 10sp, 15sp etc per cast.


    Spell list: (underlined=vital)
    Level1:jump, magic missle, nightshield, prot from evil (jump=obvious, MM=5 procs for 4sp, nightshield=+3 reflex, 1s vs command happen)
    Level2:gust of wind, knock, resist energy, choice (blow away AOEs/disco, open stuff, resist is a must, 1 any [I choose web])
    Level3:chain missles, haste, rage, displace (1proc on targeted enemy and 10 on nearby ones is amazing, others need no explaining)
    Level4:icestorm, ddoor, solid fog, enervation (icestorm=AOE 30s, 2 procs every 2s, solid fog is great CC, ddoor is mandetory, enervation is about as good as energy drain and neg lvls are very useful) edit: enervation CAN be scrolled, and acid rain can be dropped fairly easily, solid fog/force missles are strong replacements
    edit have exchanged enervation for force missles and acid rain for solid fog. The verdict? It's better.
    Level5:niacs, eladars, cone of cold, cloudkill (niacs/eladars are very good, cone is staple water savant AOE, cloudkill is long term procs and good for tanks)
    Level6: recon, disint, otilukes (self healing, construct killer, water savant AOE)
    edit have exchanged otilukes for acid fog...nice debuff/perma fog damage while otilukes is almost a waste of sp compared to shiradi proc spells
    Level7: disco, FOD, prismatic spray (disco/FOD are pretty much useless to be honest, but not much better... prismatic spray, on the other hand, is incredible)
    Level8olar ray, PWS (best single target nuke, auto-helpless no save)
    Level9: meteor swarm (8 proc AOE, still good as water sav...energy drain isn't bad either)

    Shiradi Champion:
    Teir1: 3/3 Healing spring; 1/3 Illusion of well being(healing spring helps out pug melee. gotta spend a 4th point and illusion isn't terrible)
    Teir2: 1/1 Prism*; 3/3 fey form*; 1/1 fey spring (prism stance is what you will always be in, fey form is free DR and spellpower, fey spring is an extra healing spring and 2 spellpower)
    Teir3: 1/1 Rainbow* (a huge part of this build)
    Teir4: 1/1 Double rainbow* 2/3 In the weeds 3/3 elemental absorbtion (2% dodge, 4% after staying still. double rainbow is obviously very important for this build...elem is handy, 15% is nothing to discount)
    Teir5: 3/3 Nerve venom* (incredibly strong CC in epic elites. can lock down orange names/trash)
    Teir6: 1/1 Audience with the Queen* (very strong ability)

    *=absolutely mandetory. other stuff can be tweaked around a bit

    Twists:
    teir4 Energy Burst
    teir1 Endless faith 10% sp and 30sp echoes
    teir1 Brace for impact(+2 saves 40% fort)

    A few options here. I'd consider energy burst just about mandetory, it is very very strong. If you don't have the fate points to twist it in, you are better off just going draconic to be honest. Other teir1 possiblities include ephemeral evolution (proc up to 15 PRR), unearthly reactions (+6 reflex), primal scream (+5 con/str), +6 fort or +6 reflex from draconic. Teir2 possiblities include lithe (+6 reflex/AC) or +3 evoc from magister.

    Saves:
    Fortitude:11base+17cha+12con+6resistance+4GH+2luck +1 ship+2brace+1ritual=56
    Reflex:8base+7dex+17cha+2brace+6 resistance+3nightshield+4GH+2luck+1ship+1ritual=51
    Will: 13base+4wis+17cha+6resistance+4GH+2luck+1ship+2bra ce+1ritual=50

    Tea with the queen sometimes gives +10 all saves (and sometimes +10 all stats for +10 all saves)

    Overkill? For heroic levels, and EN/EH, absolutely. But symbols of stunning, disints and other nastyness thrown at you by EE casters has DC in the 50s, approaching 60 sometimes. Saves matter.

    Enhancements:
    Nothing crazy...typical water savant stuff...air savant wouldn't be a bad choice either but IS more DC based
    edit I have switched to air savant. Both are good. Any savant, really.
    max repair
    max force


    Feats:
    maximize (hopefully no explanation needed!)
    empower (not so hot on a divine anymore, or DC wizard...sorcs should still take it)
    toughness (hp matter)
    quicken (recon)
    PL:wiz* (+1 DCs, perhaps more importantly the magic missle clickie)
    heighten* (for niac ray, web...this is not completely needed once you get shiradi)
    epic toughness (more hp WILL save your life sometimes)
    SF:evoc (savant prereq)
    great charisma* (evened me out, if not take something else)

    *these are flexible...can swap these out for a few different things, PL:sorc, more toughnesses, spell penx3, season to taste based on personal preferences.

    edit: the 3 mental toughness feats are another option)


    Skills:
    UMD:11ranks+16cha+4GH+5exp+2luck+5epic=43 (enough, UMD doesn't see a ton of use to be honest)
    Intim:23ranks+16cha+4GH+5exp+2luck+5epic+20item+5e xceptional=80 (even totally ungeared can hit 50ish)
    Concentration:23+12con+15item+6exp+2luck+4GH+5epic =67 (magic missle and chain missle are unquickened but recons/niacs/polars always are...don't worry too much about concentration)
    Jump:40+
    Diplo:0 ranks+16cha+10conco+5exp+4GH+2luck+5 epic=42 (audience with the queen=DC 40 check, if no concop just swap in a +15 item beforehand, really no need for ranks in this.)

    Damage mitigation:
    AC: negligable, particularly in EE
    PRR: usually 0 Audience with the queen occasionally gives +100 PRR (~40% less dmg)
    Incorporeal: 10%
    Dodge: can get 6-9% (in the weeds is 0-3% based on movement, 3% passive, 3% unearthly reactions)
    Blocking DR: with DoD ~40DR, I wouldn't recommend using DoD in EEs though, movement is too important)
    Concealment:50% displacement (keep this up in EEs)

    Generally though, the best form of damage mitigation is jump, haste and moving around. You'll have ranged single target and AOE damage and good self healing, survivability is pretty good overall even if damage mitigation is not incredible.

    Past lives I have: barbx2, wizx3, sorcx2, monk, fvsx2, clr

    These give +8spell pen, 20 hp, +2 evoc DC/1conj DC, some sp...but honestly though, one of the great things about this build is that it doesn't really need past lives to shine. At all. Spell pen is useful but not necessary, nor are DCs when you are relying on shiradi procs or saveless spells to deal most of your damage. A first lifer, even a 28 pt one, can contribute in epic elites just fine using this build.


    Cheap/quick gear options:
    The war wizards set of bracers/necklace/docent is a good starting point. Archmagi, 50/100 elemental sp, +6 resistance, +1 spell focus mastery, spell pen VIII, and on top of all that, -10% spell costs. Can skip a sp greensteel perhaps and just make hp concops goggles. Can even do teir3 something different as the set has 20 elemental hp.

    For boots EN epic falling shadow treads are fairly cheap and give +7/+2 dex. For rings, the Emaster artifice gets you 90 recon spellpower and a couple epic slots. The cove ring gets another couple slots and some other nice abilities. A +8 charisma helm shouldn't be TOO hard to find on your servers AH.

    In your hands weild just a cold spellpower 1 hander with lore...for shields fanion is nice, but not super cheap. In EE you won't be blocking to be honest. For trinket, +3 cha or blasting chime are both good. Helms, minos isn't a bad option, and it is very cheap/easy to get.

    How to play it:
    Shiradi is a powerful destiny. The way it works-where various abilities can trigger for every spell that lands-means that chaining together spells like magic missle (5procs), chain missle (AOE 10 procs), meteor swarm (AOE 8 procs) on a base of an ice storm (2 procs every 2 seconds for 30s+slow) or cloudkill (1 proc every 2s for 1min, +conceal) mean that enemies will be getting hit with a lot of procs. Often many, many every second.

    Nerve venom is 7% chance of stun for ~5 seconds, no save. Not much, but when you can pump something full of 5-10 procs a second for cheap, many things end up stunned for a large % of the time.

    The sonic proc is 7% chance of 10d10 damage...but it is influenced by spellpower so actually averages around 150-200 damage.

    The force proc is 7% chance of 2d100 damage....ditto about the spellpower, so it actually averages around 150-450. I've seen it crit for over 2200 points before.

    The rainbow procs are 7% chance of a random damage type...piercing, lawful, cold, just about anything. Also influenced by spellpower, it does similar damage to the sonic proc, but sometimes weirdly high amounts like 700+ light damage.

    The double rainbow procs are where things get fun. Web line trip, prismatic spray procs (can banish deathwarded orange names), stunning blow, perma cold proc (250-300 cold damage every 2seconds, forever), perma negative energy damage, dance enemies, burning blood, exhaustion, limbchopper, shattermantle, nullmagic strike, earthquake and more. When you use audience with the queen, you have a chance to upgrade these proc chances from 7% to 50%...which gets a bit absurd. Treat your graphics card to dinner afterwards, all those spell effects means it will be working overtime.

    When in a group in EE, the combo of nerve venom+your self healing and damage mitigation can save the healer a ton of sp. The melee can just peel mobs you are kiting/tanking/CCing off 1 by 1, and things go much smoother. Take advantage of your superior saves by agroing enemy casters and standing away from the group or running in circles around them.

    In most groups, you will have better survivability than just about everyone if you have good keyboard skills. Moving will not effect your dps in a negative way at all; compared to a melee that needs to be close to the enemy. Take advantage of that. That being said, if a tank is doing well and has good damage mitigation, and there is a healer in the group, ripping agro and kiting won't win you any friends. Play it by situation, same as any build.

    Solo EE, dont bite off more than you can chew. That probably means not attempting to solo EEs at all till you are geared and confident. EEs when solo are very unforgiving and require more resources/playskills/gear/knowledge etc.

    Save audience with the queen for big fights...300hp or 100PRR or 50% spellprocs and +10stats or +10 saves or 75% energy absorption can be very beneficial.

    If you have any questions, feel free to post here or send me a PM. Thanks for readin
    Last edited by MRMechMan; 02-17-2013 at 05:08 AM. Reason: spells, ED enhancements, savant change

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    After leveling my sorc I started leaning towards this more and more. The only real thing I care about in Draconic is Energy Burst, all the other stuff I can do without. (although Dragon Breath...)

    For humans and great gear you could get ~10 more cha so going Conjuration for Web would be very good, and 4-5 more saves.

    As a wf, do you really need the Brace for Impact since you already get 25% extra fort? Should be enough since you're not having to take hit after hit.

    EDIT:
    As for Shiradi, I think most like to pump a bit of everything as far as elements, just to make the procs that much stronger.
    Last edited by HalfORCastrator; 12-30-2012 at 08:30 AM.
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    Drop enervation: pick up firewall for ice immune stuff/undead
    Drop disco: pick up mass pro elements
    Drop fod: pick up mass repair serious
    Drop 2 tiers of healing spring: pick up 10% elemental absorption

    Those are my suggestions if you stick with the 18/2 sorc split. Happy hunting!
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    Community Member Vmbra's Avatar
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    Hi have you tried boulder toss from fury? I hear it's good on an arcane.

  5. #5
    The Hatchery MRMechMan's Avatar
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    Quote Originally Posted by HalfORCastrator View Post
    After leveling my sorc I started leaning towards this more and more. The only real thing I care about in Draconic is Energy Burst, all the other stuff I can do without. (although Dragon Breath...)

    For humans and great gear you could get ~10 more cha so going Conjuration for Web would be very good, and 4-5 more saves.

    As a wf, do you really need the Brace for Impact since you already get 25% extra fort? Should be enough since you're not having to take hit after hit.

    EDIT:
    As for Shiradi, I think most like to pump a bit of everything as far as elements, just to make the procs that much stronger.
    Not having dragon breath is not too bad. The AOE is fairly small, it is the same damage as energy burst and has 1minute cooldown, as well as 5x per rest...I can live without it.

    I actually have unearthly reactions (+6reflex, 3% dodge, cooltumbling) in brace for impacts place....125% fort is enough usually.

    Human is definitely an option as well...you can still get good DCs with gear, they just aren't particularly needed when in Shiradi.

    Quote Originally Posted by xTethx View Post
    Drop enervation: pick up firewall for ice immune stuff/undead
    Drop disco: pick up mass pro elements
    Drop fod: pick up mass repair serious
    Drop 2 tiers of healing spring: pick up 10% elemental absorption

    Those are my suggestions if you stick with the 18/2 sorc split. Happy hunting!
    Without energy drain, enervation is absolutely irreplaceable. If you come across a 70k EE boss, tossing 1 enervation drops hp down to ~60k. Each enervation is about 8-12k worth of damage....irreplaceable. Picking up firewall on an icesavant is just not happening sorry. Undead and ice immunes are not a big deal...the majority of the damage the build churns out is force and sonic to be honest. And acid rain works fine for that kinda stuff even if it is a bit less efficient.

    Those 7th level spells look more useful then what I have, but not sure how often I would cast the mass repair spell, I am often the only WF in group.

    10% elemental absorb is only on allies right? Usually I pug EEs with a few melees and no divine, healing spring is very useful I've found.

    Quote Originally Posted by Vmbra View Post
    Hi have you tried boulder toss from fury? I hear it's good on an arcane.
    No, I'll give it a whirl though and report back.

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    Have you thought of going air savant?

    If you're looking for survivability nothing beats knock down immunity and wings.

    You'll still want to aim for no save spells and your polar ray will suffer, but if most of your damage is going to come from procs, will that make a huge difference?

    Air also gives you loop for another low SP multi-proc spell to spam.

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    Nice write up.

    I am currently trying to decide between an evocation wizard energy burst shriradi and something like this. Really love the high saves in this build, but I also like the higher DC and flexibility offered by the wizard.

    I guess I will just experiment and see.
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    The Hatchery MRMechMan's Avatar
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    Quote Originally Posted by Iaga View Post
    Have you thought of going air savant?

    If you're looking for survivability nothing beats knock down immunity and wings.

    You'll still want to aim for no save spells and your polar ray will suffer, but if most of your damage is going to come from procs, will that make a huge difference?

    Air also gives you loop for another low SP multi-proc spell to spam.
    Air is definitely an option. Also, the fact that elec enhancements also affect sonic damage is a nice synergy. Evasion mobs are less of a headache than with a typical non-uber DC air savant, as well....which is the major reason not to go WF air savant.

    Plus...well...wings...

    Polar ray suffers a bit but...perhaps worth it.

    Quote Originally Posted by aristarchus1000 View Post
    Nice write up.

    I am currently trying to decide between an evocation wizard energy burst shriradi and something like this. Really love the high saves in this build, but I also like the higher DC and flexibility offered by the wizard.

    I guess I will just experiment and see.
    Yea that's the plan for Mechgyver

  9. #9

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    Great alternative to the common 18Sorc/2Mnk splash.
    As you said, saves gained a great importance with MOTU.

    Some things I noticed: you counted yugo twice when doing the HP calcs and isn't toughness giving 27 HP instead of 28? (I know it's a small thing but I think it's 22 (old) + (5 epic levels) = 27.)

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    Quote Originally Posted by Symerith View Post
    Great alternative to the common 18Sorc/2Mnk splash.
    As you said, saves gained a great importance with MOTU.

    Some things I noticed: you counted yugo twice when doing the HP calcs and isn't toughness giving 27 HP instead of 28? (I know it's a small thing but I think it's 22 (old) + (5 epic levels) = 27.)
    You're right on the toughness. He didn't count yugo twice. He counted it once for the +2 con (25 hp) and once for the toughness (20 hp) that it gives.

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    The Hatchery MRMechMan's Avatar
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    Quote Originally Posted by Symerith View Post
    Great alternative to the common 18Sorc/2Mnk splash.
    As you said, saves gained a great importance with MOTU.

    Some things I noticed: you counted yugo twice when doing the HP calcs and isn't toughness giving 27 HP instead of 28? (I know it's a small thing but I think it's 22 (old) + (5 epic levels) = 27.)
    Good catch on the toughness...I think I was thinking...3hp at level1+25 epic levels=28...but it is 27, yes.

    As Drakhar said, I counted yugo once in the hp and once in the con because it does have 2 seperate effects.

    The 18/2monk is still a good splash, and it is certainly possible to get mid40s reflex and higher on it, but will/fort saves actually matter now as well so I prefer the 2 paly levels. My pure sorc has 40ish reflex but it takes some extra gear (the +10 reflex docent I think) and twists (+6 magister and/or +6 draconic).

    Honestly, evasion is good, but not THAT much better than simply making every save for 1/2, particularly on a character that has access to great self healing, fireshield, absorb gear, -75% ele damage from audience with the queen, etc etc. If this character dies it's not from lack of evasion.

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    The Hatchery karl_k0ch's Avatar
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    You mention taking the Spell Pen line. How important do you consider Spell Penetration on this build?
    Will it cause problems having no past lives, in particular not the Wizard and FVS ones?

    Also, some questions/comments:
    Quote Originally Posted by MRMechMan View Post
    Shiradi Champion:
    Teir1: 3/3 Healing spring; 3/3 wild shots (healing spring helps out pug melee. wild shots is free extra physical damage)
    Teir2: 1/1 Prism; 3/3 fey form; 1/1 fey spring (prism stance is what you will always be in, fey form is free DR and spellpower, fey spring is an extra healing spring and 2 spellpower)
    Teir3: 1/1 Rainbow (a huge part of this build)
    Teir4: 1/1 Double rainbow 3/3 In the weeds (3% dodge, 6% after staying still. double rainbow is obviously very important for this build)
    Teir5: 3/3 Nerve venom (incredibly strong CC in epic elites. can lock down orange names/trash)
    Teir6: 1/1 Audience with the Queen (very strong ability)
    How often do you use wild shots?
    Is in the weeds really a good defensive option, as you will most likely twitch around to avoid enemies, as you explained?

    What do you think of the following: Instead of In the Weeds and Wild shots, one could take 3 tiers of Elemental Absorption for buffing someone else to 15% elemental absorb (squishy melees!), and Stand and Deliver for situations where you are safe, but need to nuke, eg ToD or EH Velah?
    Last edited by karl_k0ch; 01-07-2013 at 01:57 PM.
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    Okay so i'm pretty noobish, just started playing the game yesterday and was looking for a good first time build. I'm new to DDO but had played NWN for years and have a good grasp on the mechanics and all that stuff.

    What I'm wondering though is how to take the Shiradi route as a Sorc/Pally? Noob question I know but I've been trying to double check things with the ddo wiki and I saw that it says you need different classes to get it. What is the workaround that I'm missing here?

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    Quote Originally Posted by Emerge2012 View Post
    Okay so i'm pretty noobish, just started playing the game yesterday and was looking for a good first time build. I'm new to DDO but had played NWN for years and have a good grasp on the mechanics and all that stuff.

    What I'm wondering though is how to take the Shiradi route as a Sorc/Pally? Noob question I know but I've been trying to double check things with the ddo wiki and I saw that it says you need different classes to get it. What is the workaround that I'm missing here?
    You choose Fatesinger destiny and then work your way to Shiradi. Need 3 levels of one destiny to go to the next one, 4 if the next destiny you want to go to is in another sphere. So, as a sorc, choose Fatesinger and level it to 4, then choose Shadowdancer and level it to 3, then choose Legendary Dreadnought and level it to 4, then choose Shiradi. (iirc)
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    Quote Originally Posted by HalfORCastrator View Post
    You choose Fatesinger destiny and then work your way to Shiradi. Need 3 levels of one destiny to go to the next one, 4 if the next destiny you want to go to is in another sphere. So, as a sorc, choose Fatesinger and level it to 4, then choose Shadowdancer and level it to 3, then choose Legendary Dreadnought and level it to 4, then choose Shiradi. (iirc)
    Excellent. Thanks for sharing that. I also just saw something about a fate key that might help once the time comes.

    Also I noticed that Warforged get 5% spell fail. Is that going to be an issue? Just blew some money to get a decent starting point and am anxious to begin!

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    The Hatchery karl_k0ch's Avatar
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    Quote Originally Posted by Emerge2012 View Post
    Also I noticed that Warforged get 5% spell fail. Is that going to be an issue? Just blew some money to get a decent starting point and am anxious to begin!
    There is an enhancement which costs 1 AP and available from level 2 on and is called "Warforged Inscribed Armor I", which takes care of this.
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    Quote Originally Posted by karl_k0ch View Post
    What do you think of the following: Instead of In the Weeds and Wild shots, one could take 3 tiers of Elemental Absorption for buffing someone else to 15% elemental absorb (squishy melees!), and Stand and Deliver for situations where you are safe, but need to nuke, eg ToD or EH Velah?
    Why not just cast it on yourself? 15% absorption is a very good thing to have personally
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    Quote Originally Posted by karl_k0ch View Post
    You mention taking the Spell Pen line. How important do you consider Spell Penetration on this build?
    Will it cause problems having no past lives, in particular not the Wizard and FVS ones?

    Also, some questions/comments:


    How often do you use wild shots?
    Is in the weeds really a good defensive option, as you will most likely twitch around to avoid enemies, as you explained?

    What do you think of the following: Instead of In the Weeds and Wild shots, one could take 3 tiers of Elemental Absorption for buffing someone else to 15% elemental absorb (squishy melees!), and Stand and Deliver for situations where you are safe, but need to nuke, eg ToD or EH Velah?
    Regarding spell pen:
    I have past lives that get me to +29 spell pen without any feats/enhancments (18+6wiz 2fvs 3item). Spell pen is a weird situation. Either build for EE drow (~55) or everything else (+30 is fine, +35 gets most everything). On a first life build you might want to take SP/GSP/ESP to get to at least +26 without items then +29...it is useful.

    But, not needed, without the spellpen just nuke stuff down, takes a bit longer on some targets without energy drain. The spellpen opens up some doors/versitility in some situations (vs EN/maybe EH drow, vs EH/EE demons/devil). But again, usually just convenience. I hate seeing the blue shield but it isn't the end of the world on this build. The spells I use that make SR checks:

    enervation (really nice to start off in EE orange names)
    power word stun (if nerve venom isn't landing this is handy)

    I don't really use FOD/disco to be honest.

    Wild shots: been playing around with it a bit, does about ~500-1000 damage, the useful thing is that it is piercing damage so vs golems and the like it is nice. Has a long casting time...definitely not worth using when going max dps route, they don't even proc shiradi goodness. Not amazing but you need to take SOMETHING at teir1 and wild shots/healing spring are the way to go...also teir3 stuff is not amazing on a caster shiradi so need to take extras to get to teir4/5/6.

    In the weeds: Yea, it's a keeper. 3%/6% dodge is very, very nice in EE content. Counterproductive in EN/EE/heroic content but those don't matter. Having 6-9% dodge, displacement and 10% incorporeal is noticable for survivability.

    I tried stand and deliver. It said 10 percent spellpower, so I wasn't sure if, for example, it made cold spellpower go up from 280-->308 or 280-->290. It's the latter. In content where it matters, I am almost never staying still. Ever. And the few times where I am, 10 spellpower is like 2-3% more damage...I'll pass.

    Elemental absorbtion: If it worked on myself (description implies it doesn't), I still wouldn't take it. I am not sure how it stacks, but I already have fireshield (that alone is enough), sometimes 75% absorb from tea (too much), I have 10/15/20% absorb for fire/cold, can twist in acidshield from draconic, that coupled with 55+ reflex is plenty. Then add in 45pt cold/40fire/40sonic resist and it's overkill...the shadows in TOD hit me for ~5-15 damage.

    Emerge2012: shiradi and other epic destinies only matter when level 20+, if you just started you are probably low level. Ignore the spell list, take some repair spells at low level, get started around the harbor on normal or hard. Best way to go for you would probably be 8sorc lvls first, then 2 pally, then the last 10 sorc. If you have any other questions feel free to ask, and if you are on Cannith I can probably help with gear.

  19. #19
    The Hatchery karl_k0ch's Avatar
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    Thanks for your answers, they have been very helpful, and I hope you don't mind further questions.
    Quote Originally Posted by MRMechMan View Post
    Wild shots: been playing around with it a bit, does about ~500-1000 damage, the useful thing is that it is piercing damage so vs golems and the like it is nice. Has a long casting time...definitely not worth using when going max dps route, they don't even proc shiradi goodness. Not amazing but you need to take SOMETHING at teir1 and wild shots/healing spring are the way to go...also teir3 stuff is not amazing on a caster shiradi so need to take extras to get to teir4/5/6.
    How many daggers are there? Because per description, each dagger deal about 210 damage per shot. How does this ability compare to a Disintegrate?

    Another option for a tier 1 ability is the first tier of illusion of well-being. Some temp hitpoints for everyone are nice, as well as the extra clickie of healing spring - 10 min between shrines and 15 mins between shrines can be a difference, I think.

    In the weeds: Yea, it's a keeper. 3%/6% dodge is very, very nice in EE content.
    ...
    In content where it matters, I am almost never staying still. Ever.
    These two statements together suggest that In the weeds offers +3% dodge in situtations where it's relevant. I'm not trying to talk the ability small, but it appears to me that you almost never get the 6% bonus. Still, +3% dodge is a lot, especially when you don't have many dodge sources in your gear.
    Last edited by karl_k0ch; 01-08-2013 at 05:25 AM.
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  20. #20
    The Hatchery MRMechMan's Avatar
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    Quote Originally Posted by karl_k0ch View Post
    Thanks for your answers, they have been very helpful, and I hope you don't mind further questions.

    How many daggers are there? Because per description, each dagger deal about 210 damage per shot. How does this ability compare to a Disintegrate?

    Another option for a tier 1 ability is the first tier of illusion of well-being. Some temp hitpoints for everyone are nice, as well as the extra clickie of healing spring - 10 min between shrines and 15 mins between shrines can be a difference, I think.


    These two statements together suggest that In the weeds offers +3% dodge in situtations where it's relevant. I'm not trying to talk the ability small, but it appears to me that you almost never get the 6% bonus. Still, +3% dodge is a lot, especially when you don't have many dodge sources in your gear.

    Ask away, I'm a teacher by trade and if you are wondering about something, someone else probably is as well.

    Wild shots is ~15-20 daggers I'd say. They do ~700-900 I'd say..about as much as a disint actually, and AOE, and free of sp. Not terrible. It's most likely effected by force spellpower (mine is ~250 iirc without psionic/alchemical etc). I don't use it often.

    Illusion wouldn't be bad. Everything after nerve venom, audience, fey power and the prism/rainbow/double rainbow chain is just flavor to be honest, switch it around as you see fit.Which to pick of illusion vs elemental abs vs in the weeds vs wild shots is more personal taste than anything.

    You make a good point...the 3% dodge when not moving almost never comes into play. If heroic/EN/EH I WANT to get hit as I have torc/concops, so the extra 3% dodge is basically counterproductive. If EE, I don't want to get hit, so I am never standing still. Still, the passive 3% dodge is enough to take it on its own.

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